using System; using UnityEngine; namespace YIUIFramework { //生命周期 public sealed partial class UIBindCDETable { /// /// 关联UIBase /// 由UIBase初始化后调用 /// 目前还没用 预留这里而已 不知道以后是否会有用 /// internal void BindUIBase(UIBase uiBase) { if (m_UIBase != null) { Debug.LogError($"{gameObject.name} m_UIBase 已存在 请检查为何重复调用"); } m_UIBase = uiBase; } internal Action UIBaseOnEnable; private void OnEnable() { try { UIBaseOnEnable?.Invoke(); } catch (Exception e) { Debug.LogError(e); throw; } } internal Action UIBaseStart; private void Start() { try { UIBaseStart?.Invoke(); } catch (Exception e) { Debug.LogError(e); throw; } } internal Action UIBaseOnDisable; private void OnDisable() { try { UIBaseOnDisable?.Invoke(); } catch (Exception e) { Debug.LogError(e); throw; } } internal Action UIBaseOnDestroy; private void OnDestroy() { try { UIBaseOnDestroy?.Invoke(); } catch (Exception e) { Debug.LogError(e); throw; } } } }